Star Wars Roleplay: Chaos

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Approved Starship Remittance-Type Lucrehulk Refits

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
3000m Average: 16
Hangar Allocations:
Starfighters: 12 squadrons
Support Craft: 4 squadrons
  • Maneuverability Rating: Low
  • Speed Rating: High
  • Hyperdrive: 1.0
STANDARD FEATURES
ADVANCED SYSTEMS
STRENGTHS
  • Tanky: Despite being a thousand years past its heyday, the Lucrehulk is still a behemoth of a vessel, eschewing the weaponry-oriented dagger shape for greater internal square meterage, meaning there is a lot of ship to blow through. While its shields and armor are significant, the ship's greatest defense is its sheer size.
  • Bulk Transport: While much of the cargo space has been sacrificed for greater power generation, hangar facilities, crew quarters, and defenses, there is still an enormous amount of space aboard the vessel, meaning they can operate for long periods without needing resupply.
  • Battlecarrier: Carrying sixteen squadrons of small craft, the Remittance refits have as much small-craft as many defensive space stations, giving them a wide array of operation options. A third of them are multirole fighters, with another third dedicated to medium and heavy bombers, interceptors and missile boats filling the rest of the fighter complement, backed up by transports and gunships.
  • Unique Weaponry: Drawing on the League's close ties to the neighboring Mandalorian Enclave, the League authorized the purchase of several large, fairly exotic weapon systems designed to at least keep them on par with the governments that have invested far more heavily into their naval forces. With banks of tractor and pressor beams, backed up by kinetic and solar ionization weapons, along with the standard banks of lasers, turbolasers, and ion cannons, the Remittances are designed to be able to navigate around heavily shielded and armored targets by utilizing gravity, disruptors, and other more exotic technology to counter.
  • Command Sphere & Ring: Using the same design as the original, the command sphere can detach from the primary ring to land in specially designed landing bays that have to be dug deep into the surface of a planet. When returning to orbit, they can reconnect to the ring.
  • Ludicrous Speed, I Go Where I Want!: . The use of the Jumpmaster Subdrive Module was added to be a subspace complement. Knowing that many of their enemies rely on forward-facing weaponry and primarily stationary firing positions, the Jumpmaster was built into the vessels to allow them to move positions at relativistic, near-lightspeed velocities compared to all other physical objects in the system, effectively giving them a more reliable alternative to microjumps.
WEAKNESSES
  • Command Sphere & Ring: Things designed to come apart will come apart more easily than things not designed to come apart. That is particularly relevant when dealing with a ship multiple kilometers in diameter. While the League tried to reinforce the locking mechanisms, there was still only so much they could do. Tests on the initial prototypes, honed further with the conflict with the Eclipse Syndicate, revealed that there is a power-transfer conduit that the locking system relies on that both generates higher amounts of power than the rest and is what maintains the locking mechanisms between the two. Disabling or damaging that conduit can force the release of the locking systems and separate the power systems between the two parts, making the ship far more vulnerable, especially if the sphere is forced to separate from the external defenses of the outer ring.
  • Exotic, Delicate Gases: While the JumpMaster Subdrive is perhaps the Remittance's most effective trick hidden up its sleeve, it's also when it's most vulnerable. The gas clouds prevent all weapons from firing, don't work in atmospheric conditions, and could be ignited if mixed with oxygen in high enough volumes.
  • Big Chonk: Lucrehulks are massive. There's no evading that fact. Even without the massive waste-gas emissions from the JumpMaster Submaster, there is no point in being sneaky. The sheer power the ship uses and radiates makes it a bright spot on any sensor. While the ships do have some electronic countermeasures and electronic warfare systems, they don't make much difference when you can point a dumb-fired weapon, and it's pretty much impossible to miss. And while it has decent speed, even without using the JumpMaster, it primarily only operates in straight-line velocities, meaning there is little chance at changing direction or using its speed to make intense evasive maneuvers.
DESCRIPTION
Over a thousand years ago, the Trade Federation built bulk freighters to bulk up their cargo fleets as they built their monopoly in the Outer Rim, pressuring the Galactic Republic to accede to their demands in the name of economic growth and free trade. In reality, they used it to secure a monopoly they used to exploit the Outer Rim for their resources and wealth.

When the Clone Wars broke out, they upgraded them into formidable battleships that could go directly against Republic task forces and fight them to a standstill. But when Sidious revealed his grand plan, the Confederacy was disbanded and the Empire handed the ships to the Corporate Sector Authority. Still, others remained in the hands of Separatists, fledgling Rebel Alliance units, and so forth.

They couldn't compete with the modern battlecruisers and dreadnaughts of the New Republic and First Order, but remained in use by local fleets. None could field them during the Gulag Plague, but afterward, they slowly began to be fielded by various galactic governments, copying the original designs and updating them. Even some corporations could build replicas of the original, which is how numerous of them ended up in the hands of the New Horizon Shipping Combine, forming the backbone of the Lux Astra Corporate Authority, which was built around their seizure of the Andelm government. Facing stiff resistance from the League, the Lux Astra Corporate Authority sent a fleet to blockade the Five Veils Trade Route, intending to smash the League and forge the entire route into the corporate authority.

Instead, thanks to the League and the Free Traders, outgunned as they were, the Lux Astra Corporate Authority was thoroughly broken. The League seized most of the corporate fleet, including their Lucrehulks. While finding them adequate, the League realized they were standard copies of the original Trade Federation battleships. Adequate for their original purpose, they would fare poorly against the ships able to be brought to play by such organizations as the Final Dawn and Sith Empire.

As a result, the League began tearing them out and refitting them with more advanced combat systems to handle modern challenges, especially after the various skirmishes with the Final Dawn and Sith Order. With the Final Dawn known for overlapping shields and the Sith Order known for their massive warships, the League chose to decrease the amount of traditional weapons, taking out some of the long guns and heavy guns, and replacing them with more exotic weapon systems to engage more directly with ships utilizing exotic shields and armor.

The League does not like to rely on slow-moving, stationary weapons platforms, with the rest of the fleets being focused on smaller, more maneuverable cruisers and frigates, so they increased power to the sunlight thrusters and incorporated the JumpMaster Subdrive to help the Remittances move more rapidly around the battlespace, at least while in deep void conditions. Unfortunately, given the nature of the system's gases, it disables the weaponry while preparing, utilizing, and deactivating the system.

Overall, the Remittance refits are well, if perhaps oddly, designed battlecarriers to massively improve the League's capabilities at deep space conflict, bringing the heavy hitters the League has so far lacked. However, given the small amount, the individual ships were split apart and assigned to each system in the League. Each system got one Remittance class as a primary flagship for League-wide military operations and system defense.
 
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Krass Wyms

Jedi Tech Division
Factory Judge
Mya Jesel Mya Jesel

Hello I will be judging you today

Standard starship materials
This is going to need something what is standard to you could be different to someone else and being able to just say whatever material you want is not going to fly.

Production: Limited
The HIMS was built based on the expertise within the Outer Rum at running blockades and from lessons learned in the various First Order wars, they were each individually constructed to help get the ship through interdiction fields
Per factory rules
Particularly rare or powerful special features will necessitate using a lower level of production, such as stealth or anti stealth technologies (for example: cloaking technology, personal cloaking devices, gemcutters, crystal grav traps, moon dust, ), or rare canon technologies (for example: Hyperwave Inertial Momentum Sustainers, etc) and their equivalents will only be permitted at Semi-Unique production.
HIMS holds a mas production of Semi-unique

Really this doesn't look bad and aside from a few small things I would say good work.
 
Mya Jesel Mya Jesel

Hello I will be judging you today


This is going to need something what is standard to you could be different to someone else and being able to just say whatever material you want is not going to fly.



Per factory rules

HIMS holds a mas production of Semi-unique

Really this doesn't look bad and aside from a few small things I would say good work.
Made the changes!
 
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